Primitives The building blocks the engine understands.
Generated from the engine on September 15, 2026.
Channel Feature A named piece of a class, species or feat that a character gains. It carries its rules through channels: resource pools, actions, roll modifiers, triggers and so on.
In the engine FeatureDefinition (src/lib/types/character-feature.ts)
Trigger Something that happens by itself when an event occurs: the start of your turn, scoring a critical hit, using a particular action.
In the engine FeatureTrigger (src/lib/types/feature-trigger.ts)
Used by Tactical Shift , Remarkable Athlete , Heroic Warrior , Survivor
Capability A named ability the engine checks for directly when it resolves an attack or a choice.
In the engine capabilities (src/lib/types/character-feature.ts)
Used by Tactical Master
Advancement Proficiencies The armour, weapons and skills a class makes you proficient in, including skills you choose from a list.
In the engine Advancement 'trait' (src/lib/types/advancement.ts)
Used by Proficiencies
Feature grant Gives one or more features when the character reaches a level.
In the engine Advancement 'item-grant' (src/lib/types/advancement.ts)
Used by Fighting Style , Second Wind , Weapon Mastery , Action Surge , Tactical Mind , Extra Attack , Tactical Shift , Indomitable , Tactical Master , Two Extra Attacks , Studied Attacks , Three Extra Attacks , Improved Critical , Remarkable Athlete , Additional Fighting Style , Heroic Warrior , Superior Critical , Survivor
Ability Score Improvement Raise your ability scores by 2 points in total, or take a feat instead.
In the engine Advancement 'ability-score-improvement' (src/lib/types/advancement.ts)
Used by Ability Score Improvement , Ability Score Improvement , Ability Score Improvement , Ability Score Improvement , Ability Score Improvement , Ability Score Improvement
Choice Feat choice Asks the player to pick a feat, sometimes from one category only, like a Fighting Style or an Epic Boon.
In the engine Advancement 'feat-choice' (src/lib/types/advancement.ts)
Used by Fighting Style , Epic Boon , Additional Fighting Style
Subclass choice The level where the player picks a subclass. The subclass then gives its own features at later levels.
In the engine Advancement 'subclass' (src/lib/types/advancement.ts)
Used by Fighter Subclass
Action Healing action An action that restores hit points. The amount is written as a value, like 1d10 plus your level.
In the engine ActivityType 'heal' (src/lib/types/activity.ts)
Used by Second Wind
Utility action An action with no attack roll and no saving throw, used for things like gaining an extra action.
In the engine ActivityType 'utility' (src/lib/types/activity.ts)
Used by Action Surge
Activation cost What using an action takes from your turn: an action, a bonus action, a reaction, or nothing at all.
In the engine ActivationType (src/lib/types/activity.ts)
Used by Second Wind , Action Surge
Extra action Gives you more to spend this turn, such as one additional action.
In the engine grantsEconomy (src/lib/types/activity.ts)
Used by Action Surge
Effect Healing Restores hit points.
In the engine trigger effect 'heal' (src/lib/types/feature-trigger.ts)
Used by Survivor
Free movement Lets you move right away, often up to half your speed, without provoking opportunity attacks.
In the engine trigger effect 'grant-movement' (src/lib/types/feature-trigger.ts)
Used by Tactical Shift , Remarkable Athlete
Heroic Inspiration Gives Heroic Inspiration, which you can spend to reroll a die.
In the engine trigger effect 'grant-luck' (src/lib/types/feature-trigger.ts)
Used by Heroic Warrior
Resource Resource pool A counter of uses with a maximum. It refills on a short rest, a long rest, or not at all, and actions or roll modifiers can spend from it.
In the engine ResourceDefinition (src/lib/types/resource.ts)
Used by Second Wind , Action Surge , Indomitable
Cost in uses What an action spends each time it is used, such as one use from a resource pool, and how often it can be used.
In the engine ActivityConsumption (src/lib/types/activity.ts)
Used by Second Wind , Action Surge
Modifier Roll modifier Changes a d20 roll in a given situation, for example on checks or saving throws. It can apply by itself or be offered to the player, and it can cost a use from a pool.
In the engine RollModifierGrant (src/lib/types/roll.ts)
Used by Tactical Mind , Indomitable , Studied Attacks , Remarkable Athlete
Add a die Adds a die to the roll, like the 1d10 from Tactical Mind.
In the engine RollAdjustment 'add-die' (src/lib/types/roll.ts)
Used by Tactical Mind
Reroll Rolls the d20 again and uses the new result, sometimes with a bonus added.
In the engine RollAdjustment 'reroll' (src/lib/types/roll.ts)
Used by Indomitable
Advantage Roll two d20 and keep the higher one.
In the engine roll adjustment 'advantage' (src/lib/types/roll.ts)
Used by Studied Attacks , Remarkable Athlete
Combat numbers Changes to how the character fights: attacks per Attack action, the range that counts as a critical hit, how many weapon masteries you can use.
In the engine combatProfile (src/lib/types/character-feature.ts)
Used by Weapon Mastery , Extra Attack , Two Extra Attacks , Three Extra Attacks , Improved Critical , Superior Critical
Weapon mastery A special property of a weapon, like Cleave, Graze, Push or Topple, that a trained character can use when attacking with it.
In the engine WeaponMastery (src/lib/types/weapon.ts)
Used by Weapon Mastery
Value Value How the engine writes a number: dice, a flat number, an ability modifier, your level, or a value that grows with level. Pieces add up.
In the engine ValueExpr (src/lib/types/value-expr.ts)
Used by Second Wind
Condition Condition A test checked before something applies, such as "you missed this target before" or "you are bloodied".
In the engine Condition (src/lib/types/condition.ts)
Used by Studied Attacks , Survivor